Guest Posted September 24, 2023 Posted September 24, 2023 Does anyone have any experience in converting "normal" underwear to kw underwear and could provide a somewhat detailed explanation? I haven't been able to find any information on the topic (other than old threads i don't want to necro) and hit a bit of dead end with the try-and-error-approach.
Guest Posted September 25, 2023 Posted September 25, 2023 Sorry, that doesn't really answer my question. I'm not looking for cc (i'm already using yours btw), i would like to know how to make it myself. Not necessarily to actually create stuff. It's just bugging me, not knowing. A conversion from say bottom to accesory can't be that complicated, can it?
Jvsmith Posted September 25, 2023 Posted September 25, 2023 12 minutes ago, misc3llan3ous.s said: Sorry, that doesn't really answer my question. I'm not looking for cc (i'm already using yours btw), i would like to know how to make it myself. Not necessarily to actually create stuff. It's just bugging me, not knowing. A conversion from say bottom to accesory can't be that complicated, can it? You're right, it's not difficult. You need several tools: s3pe, CTU, and a little logic I'm too lazy to write detailed instructions, but I can tell you in what direction to think. To convert clothing into an accessory, you first need to use s3pe to find the original elements of clothing in the original game files - the base texture, specular map, mask, and possibly an overlay and export them to .dds files. Then use CTU to make caspart, add the exported files to your package, make designs, assign textures, then fix caspart manually in s3pe. In general, to understand what your package should look like and what it should contain, open the mod packages and carefully examine their contents. If you stop at something you don’t understand, ask, I’ll try to help. UnderwearAsAccessories.package
Guest Posted September 25, 2023 Posted September 25, 2023 Appreciate the help, thank you. CTU *check* S3PE *check* Logic... uh... i'm sure i have that lying around here somewhere... I think i got all the right clothing elements. From s3pe i got the base texture and specular map and from CTU the mask and overlay. I'm not too confident about the latter two though. There being no visible difference and CTU referring to them as emptyMask/emptyOverlay. s3pe did not yield a mask or overlay. The only other thing i was able to find/identify was the normal map (there being no other images in this particular case). Quote Then use CTU to make caspart, add the exported files to your package, make designs, assign textures, then fix caspart manually in s3pe. That being my current struggle, as is have no idea what i'm doing, or rather what i should be doing. Which is why i avoided CTU in my initial attempt, having no experience with it.
Jvsmith Posted September 25, 2023 Posted September 25, 2023 (edited) OK. First, not every clothing has a mask and overlay. A mask is needed to apply different textures and/or colors to different areas of the base. If the base is designed to be simple, one color, then a mask is not needed. An overlay is a picture of that part of the clothing that should not be subject to texture or coloring (buttons or buckles for example), obviously not every clothing has them. Secondly, in the case of converting clothing into an accessory, a normal map is not only unnecessary but also harmful. A normal map is an instruction for drawing light reflections from mesh surfaces. The normal map is used only with the mesh, in the case of clothing converted into an accessory, the clothing should not have its own mesh, it should be a picture (aka base texture, aka diffuse map, aka alpha map, yes yes, all these terms usually mean the same picture) stretched over the body mesh. And it has the accessory attribute (right, left garter) only to identify it by KW and to search for it in CAS. Probably in your case you only need a base texture and a specular map (this is instruction for drawing shadows and speculars, and yes, its also just a picture) Next, don't be scared by CTU, it's very easy to learn, just launch it, click on the tabs, scroll through the menu items. First, try selecting standard clothes from the Caspart list, panties for example, go to the designs tab, add a standard design and try changing textures or patterns, and see what happens in the preview window. So you will understand what influences what and what depends on what. You'll figure it out, I'm sure. When you begin to understand what you need to edit in CTU, open the file with the clothing converted as an accessory and based on it you can make your own. P.S. I forgot, when you edit your accessory, you will not see a preview, since there should not be a mesh attached there. That’s why it’s important to understand what exactly influences what and what needs to be edited. Edited September 25, 2023 by Jvsmith
Guest Posted September 25, 2023 Posted September 25, 2023 It took me an embarrassing amount of time to figure out that the texture tab has a replace button. I can't even... So i replaced the files of some bg clothing with what i extracted and everything just fell into place. After messing around a bit more i got the result i wanted. A fitting accessory that kw can recognize as underwear. I will do some further experimentation, but i think i've got the hang of it now. Anyway, thank you very much for your help.
FreakyRufus Posted October 15, 2023 Posted October 15, 2023 (edited) You do not necessarily need to actually create a new clothing item and worry about masks, DDS files, etc. I have created KW versions of underwear by using s3oc to clone an item. Give it a new ID (or don't install the item that you are cloning). Change the type to accessory and clothing type to a garter. I can't recall exactly, but I think right is bra and left is panty, although that may be switched. You can also set flags for "is revealing". That used to matter, but it might not matter now since KW has "CASP" settings to set how revealing an item is. S3oc (at least one version) can be found here: https://simlogical.com/ContentUploadsRemote/uploads/190/index.htm There is at least one newer version. I have that version (17-0520-1824) marked as "crashes", but I haven't tried it since 2018. Version 13-112-2036 works on my up to date Windows 10. Just make sure you have .NET 4 installed. I have the most recent 4.5, and that works. EDIT: after you create your item, you also need to paste its resource ID into KW settings. To get the ID, in s3oc, look at the left panel. The column ResourceKey has the value you need. Right click on that, and copy it. The value copied is actually too long. You only need the last "segment" of that. For example, I just now copied "0x034AEECB-0x00000000-0x2C8803333E53C66D" from an item that I had cloned. I only need the number after the last "-" character. In KW settings, I would paste "0x2C8803333E53C66D". Also, pro tip, save the IDs of all the stuff you create (or download from somewhere) into a text file that you can use if you have to redo your KW setup for a new game. Edited October 15, 2023 by FreakyRufus
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